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your ability to improve blasters or build

New Players Guide a lightsaber.


To the Star Wars Each attribute has a die code that may
be represented as 1D, 2D+1, 4D+2 and so
Roleplaying Game on. The number before the D indicates
how many six sided die you may roll, and
This is your guide to creating a new the number after the + is a simple modifier.
character for the D6 Star Wars Roleplaying 2D+2 means that you would roll two die,
Game for the Second Edition Revised and and then add two to the result. (If you need
Expanded rule set. It covers creation and an understanding of how well versed your
guidelines for character development. character might be in any given attribute,
Though it serves as a basic aid, it cannot consult the chart on page five. It shows a
replace the main rulebook, but will help die code and how that compares with the
newcomers to the system get their start: general level of competency of other beings
in the galaxy.)
Attributes Before choosing attribute die codes for
There are six attributes: your character, you must first choose a
Dexterity General hand-eye species. The species statistics has a few
coordination. vital pieces of information. First is the
This attribute governs how well you attribute dice (which shows how many dice
fire a blaster, evade being hit, and other the average member of the species has in
such abilities. their attributes), and then the species
Knowledge Your understanding of the minimums and maximums (showing how
galaxy. weak or strong a character is allowed to be
Includes your willpower, languages, in their attributes). It also features a Move
and understanding of planets. value, which indicates how fast the species
Mechanical How well your character can move on foot. (Beginning characters
operates mechanical devices start with the minimum Move value.)
This does not include repair, but Well be using humans for our example.
does include how well you can fly an
airspeeder, pilot a starship, or operate Humans:
shields and sensors. Attribute dice: 12D
Perception How observant your Dexterity 2D/4D
character is. Knowledge 2D/4D
The skills under this attribute Mechanical 2D/4D
determine your characters ability to Perceptions 2D/4D
sneak, hide objects, con, bargain, and Strength 2D/4D
forge documents. This attribute is also Technical 2D/4D
used for general awareness or spot Move 10/12
checks.
Strength How physically strong and Though the attribute dice tells how
tough your character is. many dice the average human has (the
Strength includes the ability to lift moisture farmers, scouts, barkeepers, and
objects, engage in hand-to-hand menial laborers), youre not going to be
combat, and physical endurance. Since playing any of those types of characters.
there are no hit points, this attribute roll Youre playing a hero! As such, your
is also used for damage resistance. character is going to be a bit above average.
Technical Your characters ability to Take your species attribute dice, and add
fix mechanical objects. +6D, and use that number for your
The skills under Technical character creation. If you are human, you
determine how well you can fix begin with 18D.
walkers, speeders, or starships. This Now you must decide if your character
also allows for your first aid rolls, or is Force sensitive, or if they have Force

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skills. Obviously, in order to have Force your attributes around what sort of
skills you must be Force sensitive. To make character you want. A rough and tumble
thing simple, well be creating a character fighter is going to want a high Dexterity and
without Force skills first. high Strength score. A con man or diplomat
will want a high Perception attribute
Creating a Character followed by a reasonable Knowledge level.
Mechanical and Technical attributes are
Without Force
Force Skills good for pilots and technology specialists.
In the D6 system we do not literally roll However, attributes arent everything. If you
up new characters. All attribute values are attribute level is relatively low, you can still
assigned. It makes for quick, easy, and boost skills under those attributes. But pick
customizable characters. Since were using your attributes first either on the table
humans as an example, we have a pool of below, or on your character sheet:
18D to assign to our characters attributers.
(12D for the species and 6D just to give your Attribute Dice Current
character that added extra edge.) We may total:
break those dice up as we wish and assign DEX
them to our attributes. Note that you KNOW
cannot assign more dice than the species MECH
maximum allows, and you may not assign PER
any fewer dice than the species minimum STR
allows. Observe the following example: TECH

Attribute Dice Current


total: Creating a Character
DEX 3D 3D With Force Skills
KNOW 4D 7D If you have permission from your GM to
MECH 2D 9D begin the game with Force skills, you need
PER 3D 12D to follow a similar method of creation.
STR 4D 16D Beginning Force skills are treated as
TECH 2D 18D attributes at the time of character creation
only! Later you will advance them as
You may also split up a single die into three normal skills. Also, you do not need to
pips. A pip is a +1 modifier added onto a purchase your Force skills immediately. It
die value. You may split up as many die as is possible to learn a new Force skill later
you wish to provide the desired modifier. on in your game even if your character has
You may have a +1 or a +2, but never a +3, had no prior training.
as three pips equals another whole die. There are three Force skills: control,
Please consider the following example: sense, and alter.
Control The Force users ability to
Attribute Dice Current control the Force within his own self.
total: Sense A Jedis ability to sense beings
DEX 2D+1 2D+1 or the Force around her.
KNOW 2D+2 5D Alter The ability to manipulate the
MECH 4D 9D Force around an object or within another
PER 3D+2 12D+2 person. This Force skill is often taught last,
STR 3D+1 16D and almost never exceeds the Jedis control
TECH 2D 18D or sense skill.
If you begin with a Force skill, the
If you are deciding on attributes and have minimum starting point is 1D. You may not
decided not to purchase any Force skills have 0D+2 or 0D+1.
right away, use the chart below. Consider basing your character off of
Remember that 2D is about average for the the following examples:
normal human being in the galaxy, so plan

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Attribute Dice Current
Choosing Skills:
Your character may now spend 7D on
/ Force total:
beginning skill dice. Each attribute has a
skill
number of skills listed under it. The
DEX 2D 2D
following chart allows you to see the
KNOW 3D 5D
distribution of skills under each attribute
MECH 2D 7D plus specializations. Specializations are
PER 3D+1 10D+1 focused talents and training in one small
STR 3D+2 14D part of a broader skill. For example rather
TECH 2D 16D than your character being trained to fly
Control 1D 17D starfighters in general, he may be skilled at
Sense 1D 18D flying an X-Wing exclusively.
Alter X 18D To help you decide on skills, please
consult the following chart:

Attribute Dice Current DEXTERITY Specializations


/ Force total: SKILLS
skill Archaic Guns Black powder pistol,
DEX 2D+1 2D+1 matchlock, musket,
KNOW 2D 4D+1 wheelock, etc.
MECH 2D 6D+1 Blaster Blaster pistol, heavy
PER 3D 9D+1 blaster pistol, blaster
STR 2D+2 13D rifle, hold-out blaster,
TECH 2D 15D repeating blaster, etc.
control 1D 16D Blaster Artillery Anti-infantry, anti-
sense 1D 17D vehicle, surface to air
alter 1D 18D defense, surface to
space defense,
Notice how beginning with Force skills surface to surface, etc.
greatly weakens your characters attributes. Bowcaster
This balances out Jedi character, who, if are Bows Crossbows, long bow,
able to develop too quickly, will dominate short bow, etc.
the game. Brawling Parry versus boxing, martial
You should now create your character arts, etc.
either in the chart provided below or on Dodge versus energy
your character sheet. weapons,
slugthrowers, missile
Attribute Dice Current weapons, etc
/ Force total: Firearms pistols, rifles,
skill machineguns, etc.
DEX Grenade
KNOW Lightsaber
MECH Melee Combat swords, knives, axes,
PER vibroblades,
STR vibroaxes, etc.
TECH Melee Parry versus lightsabers,
control knives, clubs, etc.
Missle Weapons Concussion missile,
sense
grenade launcher,
alter
power harpoons, etc
Pick Pocket
Running long distance, short
sprint

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Thrown Weapons knife, spear, sling, etc. Willpower. versus persuasion,
Vehicle Blasters heavy blaster cannon, intimidation, etc
heavy laser cannon,
light blaster cannon,
light laser cannon, MECHANICAL Specializations
medium blaster SKILLS
cannon, medium, Archaic Starship Specific ship type
laser cannon Piloting
Astrogation Kessel run, Tatooine
to Corsucant, etc.
KNOWLEDGE Specializations Beast Riding Banthas, cracian
SKILLS thumpers, dewbacks,
Alien Species Wookies, tauntauns, etc.
Gamorreans, Ewoks, Capital Ship Concussion missiles,
Sullustans, etc. Gunnery gravity well projectors,
Bureaucracy specific planetary or ion cannons laser
administrative cannon, proton
government torpedoes, tractor
Tatooine, Celanon, beams, turbolaser,
Bureau of Commerce, etc.
etc. Capital Ship Imperial star
Business Specific field or Piloting destroyer, victory star
company - starships, destroyer, Nebulon-B
weapons, droids, frigate, etc.
Sienar Fleet Systems, Capital Ship
etc. Shields
Cultures Specific species or Communications
culture Corellians, Ground Vehicle Specific vehicle
Alderaan royal family, Operation
etc. Hover Vehicle Specific vehicle
Intimidation Interrogation, bullying, Operation
etc. Powersuit Spacetrooper armor,
Languages Wookie, Huttese, Operation etc.
Bocce, etc. Repulsorlift Xp-38 landspeeder,
Law Enforcement Alderaan, Tatooine, Operation snowspeeder, etc.
the empire, the Rebel Sensors
Alliance, etc. Space Transports YT-1300 transport,
Planetary Systems Tatooine, Endor, Hoth, Gallofree medium
Kessel, etc. transports, Corellian
Streetwise Specific planet or transports, etc.
criminal organization Starfighter Piloting X-wing, TIE-Fighter,
Celanon, Corellia, TIE-Interceptor, Z-95
Jabba the Hutt's headhunter, etc.
organization, Talon Starship Gunnery Concussion missiles,
Karrde's organization, ion cannons, laser
etc. cannon, proton
Survival Volcano, jungle, torpedoes, turbolaser,
desert, poisonous etc.
atmosphere, etc. Starship Shields
Value Specific planet's Swoop Operation
markets or type of Walker Operation AT-AT, AT-ST, AT-PT,
good Kessel, etc.
Coruscant, starships,
droids, etc.

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PERCEPTION Specializations in First Aid]
SKILLS Repulsorlift Repair Specific vehicle
Bargain Spice, weapons, Security type of lock or device
droids, datapads, etc. Space Transports YT-1300 transports,
Command Rogue squadron, Repair Ghtroc freighter, etc.
Imperial Starfighter Repair X-wing, Y-wing, etc.
Stormtroopers, etc. Starship Weapon Specific weapon type
Con Specific type of con Repair
Forgery Specific type of Walker Repair AT-AT, AT-ST, AT-PT,
document etc.
Gambling Sabacc, etc.
Hide At first, your attribute levels may seem
Investigation Mos Eisley, imperial very abstract. Sure, you know that 2D is
city, etc. about average, but how well will your
Persuasion Specific subject character stand up in a fight next to a
Search Tracking Stormtrooper? Can you outsmart a clever
Sneak Specific type of terrain smuggler? To give you a basic
understanding of how you rank up to others
in the galaxy, consult the following chart:
STRENGTH Specializations
SKILLS 1D Below human average for an
Brawling Boxing, martial arts, attribute or skill.
etc.
Climbing/Jumping Climbing, jumping 2D Untrained human average for an
Lifting attribute and many skills
Stamina 3D Average level of training for a
Swimming human
4D Professional level of training for a
TECHNICAL Specializations human
SKILLS
5D Above average expertise
Armor Repair Stormtrooper armor,
bounty hunter armor, 6D Considered about the best in a city
etc. or geographic area. About 1 in
Blaster Repair Specific blaster type 100,000 people will have training to
Capital Starship Specific capital ship this skill level.
Repair
7D Among the best on a continent.
Capital Starship Specific capital ship
About 1 in 10,000,000 people will
Weapon Repair weapon
have training to this skill level.
Computer Computer type
Programming/Rep 8D Among the best on a world. About 1
air in 100,000,000 people will have
Demolition Bridges, walls, training to this skill level.
vehicles, etc.
Droid Specific droid type 9D One of the best in several systems.
Programming About 1 in a billion will have training
Droid Repair Specific droid type to this skill level.
First Aid Specific race 10D One of the best in a sector.
Ground Vehicle Specific type of
Repair vehicle 11D One of the best in a region.
Hover Vehicle Specific type of 12D One of the best in the galaxy.
Repair vehicle
(A) Medicine Medicines, cyborging,
surgery [requires 5D
in First Aid]

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Assigning Skill Dice The latter format will reduce confusion
when it comes to character advancement.
Now that you have an idea of the skills
that are out there, you have 7D to break up
and distribute among the skills you want to Assigning Specialization
improve. Note that this is 7D overall, not 7D
per attribute. If you cannot afford to
Dice
improve a particular skill at this time, dont You may choose to put some of your
worry. You may always use normal skills beginning skill dice into a specialization. A
and specializations untrained at your specialization is a special focus in one area
attribute level. of a skill. Rather than improving how your
For the sake of example, well examine character flies all space transports, she may
improving a few Dexterity skills. focus on learning about YT-1300s.
If your character has a Dexterity of 3D, However, they are separate from their
he will have all Dexterity skills at 3D. If you associated skills. Like skills, they begin at
spend 1D of your skill dice to improve your the associated skills die code.
blasters skill, then you now have a blaster If you choose to improve a
of 4D, and only 6D left to spend. If, in specialization, you must use a single
addition, he wishes to improve dodge by beginning skill die. That die now becomes
2D, then he has a dodge skill of 6D, and three separate +1D to three different
now only has 4D left to spend on other specializations. You may not improve a
skills. single specialization more than 1D, and you
You may not spend any more than 2D must choose three specializations.
of your starting 7D of beginning skills
Just like with attributes, if you wish to Character Advancement
break up a die into three pips, you may do In the D6 system there are no character
so. levels. Character advancement may be
If you have already purchased Force done in terms of individual skills, individual
skills, you may use your beginning skill dice specializations, or as a matter of advancing
to improve them. If you have not already entire attributes. When you improve your
purchased Force skills, you may not do so characters stats, it always costs Character
at this time (though you may after character Points. Character Points are awarded by
creation). the gamemaster after every adventure.
NOTE: Many new players are tempted Any time that you advance a skill,
to express their skill dice in terms of attribute or specialization, you may only
modifiers. For example, if someone has a increase it one pip at a time after an
Dexerity of 3D+1, and then spend an adventure. For example, you may improve
additional 1D+1 on dodge, they may write from 2D+1 to 2D+2. Or you may improve
the following on their character sheet: from 3D+2 to 4D (which is still an
improvement of only one pip, because a
Dexterity 3D+1 single D is composed of three pips). You
Dodge +1D+1 may not, after a single adventure, move
from 2D to 2D+2.
Please resist this temptation, as this Though this rule is true with skills,
format tends to create confusion later on as specializations, and attributes, the time it
your character develops. Express your skills takes to train varies.
as such:

. Dexterity 3D+1
Improving Skills
Dodge 4D+2 Cost: Character Point cost is equal to
the number before the D of your skill. If
your skill is 3D+1 then it costs three
Character Points to move it to 3D+2. Also,
it would be three character points to move
it from 3D+2 to 4D. However, once the skill

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is at 4D, it costs four Character Points to they do not improve when the associated
advance the skill any farther. skill improves.
Training time: If you have used the skill Cost: The Character Point cost of
during your adventure, then you may specializations is one-half of the number
advance the skill immediately after the before the D, rounded up. If improving a
adventure ends. Your character learned specialization from 5D+2 to 6D, the cost is 3
through experience. Character Points (five divided by two is 2.5,
If you have not used the skill, then you which rounds up to three).
must train. It takes two days for every Training time: The training time for
Character Point spent. If your character has specializations is the same for training time
a melee weapons skill of 3D+1, and he for skills.
studies melee weapons, he must study for
six days to move up to 3D+2. You may only Improving Attributes
train one skill at a time.
Improving attributes is not as easy as
If you have not used the skill and
improving skills and specializations. It
decide to train, you may train with a
requires much more time, cost, and even
teacher. Training with a teacher cuts the
requires a bit of risk. The benefit of
time in half. If trying to improve the same
improving an attribute is that all skills and
melee weapons skill of 3D+1, it would
specializations under that attribute raise
require only three days instead of six.
one pip as well.
Force skills: Force skills are advanced
Cost: Attempting to improve an attribute
by the same rules, with one exception.
costs 10 times the number of D before the
When training without a teacher, the
attribute. So, to attempt to increase an
Character Point cost is doubled. If your
attribute from 2D+2 to 3D, you must first
character does not have a Force skill, yet,
spend 20 Character Points.
then they must train for one week and
Training time: If your character has a
spend 10 character points to receive the
teacher, the time is one week for every
Force skill at 1D.
Character Point spent. Without a teacher,
Rushing training: A character can rush
the time is increased to two weeks for every
the training by spending Character Points.
Character Point spent You may reduce the
The training time is reduced one day for
time by one day for every additional
each character point spent. This is true for
Character Point spent (with a minimum
any skill or specialization.
training time of one week).
Advanced skills: If you train an
The risk: Because characters can only
advanced skill, such as (A) Medicine, or (A)
become so strong or so dexterous, there is
Engineering, the point cost and training
a limit imposed on attributes. After
times are doubled. If you do not yet have
spending the training time and Character
an advanced skill, you must meet the
Point cost, you must roll to determine
prerequisites, pay two character points, and
whether or not you actually improve. You
then you will receive the skill at 1D. The
roll your current attribute die code (2D+1
minimum training time for an advanced
for example). The gamemaster rolls your
skill is always one week.
species maximum for the attribute (4D for
humans). If your result is equal to or less
Improving
Improving than the gamemasters result, your attribute
increases. If your result is greater, your
Specializations character does not improve, and you
Remember, a specialization is a special
receive half of the Character Points back.
focus in one area of a skill. Rather than
improving how your character flies all
space transports, she may focus on learning
about YT-1300s. However, they are
separate from their associated skills. They
begin at the level of the associated skill, but

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